///<summary>Initializing system varables.</summary> public void Academy_Initialize() { print("Initializing Game System"); levelData = Resources.Load("Level data") as LevelData; //double the grid size so it's always even gridSize = levelData.gridSize * 2; gridCenter = GameObject.FindObjectOfType <EnemyArmy>().gameObject.transform.position; //get the grid center by taking the opposite of the the enemy army position gridCenter = new Vector3(-gridCenter.x, gridCenter.y, gridCenter.z); //if the level exists, show some level info, else load the end screen if (PlayerPrefs.GetInt("level") >= levelData.levels.Count) { Debug.LogError("Invalid level data, Load default level - " + PlayerPrefs.GetInt("level")); PlayerPrefs.SetInt("level", 0); } else { levelInfo.text = "Level " + (PlayerPrefs.GetInt("level") + 1) + " - " + levelData.levels[PlayerPrefs.GetInt("level")].scene; } characterStats = true; switchPanelContent(false); characterStatsPanel.SetActive(false); //enables minimap topDownMapPanel.SetActive(true); leftPanelAnimator.SetBool("hide instant", true); EmptyUnit = new GameObject(); EmptyUnit.transform.parent = this.gameObject.transform; inspector = new UnitInspect(this); cam = FindObjectOfType <CamController>(); inspector.cam = cam; DebugInner = new DebugInfo(inspector); AcademyInner = FindObjectOfType <MyAcademy>(); area = FindObjectOfType <WalkArea>(); }
private void Awake() { academy = FindObjectOfType <MyAcademy>(); }